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# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	docs/CHANGELOG.txt
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ocornut committed Jan 5, 2023
2 parents fc3815b + d7c8516 commit d822c65
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34 changes: 11 additions & 23 deletions backends/imgui_impl_glfw.cpp
Expand Up @@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
Expand Down Expand Up @@ -285,26 +286,16 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
}
}

static int ImGui_ImplGlfw_KeyToModifier(int key)
{
if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL)
return GLFW_MOD_CONTROL;
if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT)
return GLFW_MOD_SHIFT;
if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)
return GLFW_MOD_ALT;
if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER)
return GLFW_MOD_SUPER;
return 0;
}

static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
static void ImGui_ImplGlfw_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW_MOD_CONTROL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW_MOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW_MOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (mods & GLFW_MOD_SUPER) != 0);
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
}

void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
Expand All @@ -313,7 +304,7 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window)
bd->PrevUserCallbackMousebutton(window, button, action, mods);

ImGui_ImplGlfw_UpdateKeyModifiers(mods);
ImGui_ImplGlfw_UpdateKeyModifiers();

ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT)
Expand Down Expand Up @@ -372,10 +363,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
if (action != GLFW_PRESS && action != GLFW_RELEASE)
return;

// Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630
if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))
mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);
ImGui_ImplGlfw_UpdateKeyModifiers(mods);
ImGui_ImplGlfw_UpdateKeyModifiers();

if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
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25 changes: 13 additions & 12 deletions docs/CHANGELOG.txt
Expand Up @@ -99,49 +99,50 @@ Other changes:


-----------------------------------------------------------------------
VERSION 1.89.2 WIP (In Progress)
VERSION 1.89.2 (Released 2023-01-05)
-----------------------------------------------------------------------

Breaking changes:
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.2

Other changes:

- Inputs: added Shortcut() function (w/ routing policies) in public API. (#456, #2637)
Added ImGuiInputFlags_RouteFocused, ImGuiInputFlags_RouteGlobalXXX and other routing policies.
e.g. ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- check that CTRL+C is pressed,
- and that current window is in focus stack,
- and that no other requests for CTRL+C have been made from deeper locations of the window/item stack.
- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
debugging, Allegro). (#4857, #5937)
- Tables, Nav, Scrolling: fixed scrolling functions and focus tracking with frozen rows and
frozen columns. Windows now have a better understanding of outer/inner decoration sizes,
which should later lead us toward more flexible uses of menu/status bars. (#5143, #3692)
- Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692)
- Tables, Columns: fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937)
- Tables: fixed matching width of synchronized tables (multiple tables with same id) when only
some instances have a vertical scrollbar and not all. (#5920)
- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
debugging, Allegro). (#4857, #5937)
- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of
compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it
easier for bindings generators to process that value. (#5923, #456)
- Inputs, Scrolling: better selection of scrolling window when hovering nested windows
and when backend/OS is emitting dual-axis wheeling inputs (typically touch pads on macOS).
We now select a primary axis based on recent events, and select a target window based on it.
We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays]
- InputText: fixed cursor navigation when pressing Up Arrow on the last character of a
multiline buffer which doesn't end with a carriage return. (#6000)
- Text: fixed layouting of wrapped-text block when the last source line is above the
clipping region. Regression added in 1.89. (#5720, #5919)
- Misc: added GetItemID() in public API. It is not often expected that you would use this,
but it is useful for Shortcut() and upcoming owner-aware input functions which wants to
be implemented with public API.
- Fonts: imgui_freetype: fixed a packing issue which in some occurrences would prevent large
amount of glyphs from being packed correctly. (#5788, #5829)
- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by
applications using multiple font atlases.
- Demo: added "Inputs->Shortcut Routing" section.
- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building
with IMGUI_DISABLE_DEBUG_TOOLS is used. (#5901) [@Teselka]
- Misc: fixed compile-time detection of SSE features on MSVC 32-bits builds. (#5943) [@TheMostDiligent]
- Examples: DirectX10, DirectX11: try WARP software driver if hardware driver is not available. (#5924, #5562)
- Backends: GLFW: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), which
could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW,
turns out they are faulty in this specific situation. (#6034)
- Backends: Allegro5: restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. (#5937) [@Espyo]
- Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using
an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss]
Expand Down
5 changes: 4 additions & 1 deletion examples/example_win32_directx10/main.cpp
Expand Up @@ -201,7 +201,10 @@ bool CreateDeviceD3D(HWND hWnd)

UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
HRESULT res = D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
res = D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_WARP, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice);
if (res != S_OK)
return false;

CreateRenderTarget();
Expand Down
5 changes: 4 additions & 1 deletion examples/example_win32_directx11/main.cpp
Expand Up @@ -209,7 +209,10 @@ bool CreateDeviceD3D(HWND hWnd)
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
HRESULT res = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
res = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_WARP, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res != S_OK)
return false;

CreateRenderTarget();
Expand Down
2 changes: 1 addition & 1 deletion imgui.cpp
@@ -1,4 +1,4 @@
// dear imgui, v1.89.2 WIP
// dear imgui, v1.89.2
// (main code and documentation)

// Help:
Expand Down
56 changes: 6 additions & 50 deletions imgui.h
@@ -1,4 +1,4 @@
// dear imgui, v1.89.2 WIP
// dear imgui, v1.89.2
// (headers)

// Help:
Expand All @@ -22,8 +22,8 @@

// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.2 WIP"
#define IMGUI_VERSION_NUM 18916
#define IMGUI_VERSION "1.89.2"
#define IMGUI_VERSION_NUM 18920
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
Expand Down Expand Up @@ -198,7 +198,6 @@ typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: f
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut() (+ upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() currently in imgui_internal.h)
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
Expand Down Expand Up @@ -262,8 +261,8 @@ struct ImVec2
float x, y;
constexpr ImVec2() : x(0.0f), y(0.0f) { }
constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
#endif
Expand Down Expand Up @@ -429,7 +428,7 @@ namespace ImGui
IMGUI_API void PopTextWrapPos();

// Style read access
// - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
Expand Down Expand Up @@ -927,21 +926,6 @@ namespace ImGui
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.

// Inputs Utilities: Shortcut testing (with Routing Resolution)
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super/ImGuiMod_Shortcut.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - The general idea of routing is that multiple locations may register interest in a shortcut,
// and only one location will be granted access to the shortcut.
// - The default routing policy (ImGuiInputFlags_RouteFocused) checks for current window being in
// the focus stack, and route the shortcut to the deepest requesting window in the focus stack.
// - Consider Shortcut() to be a widget: the calling location matters + it has side-effects as shortcut routes are
// registered into the system (for it to be able to pick the best one). This is why this is not called 'IsShortcutPressed()'.
// - If this is called for a specific widget, pass its ID as 'owner_id' in order for key ownership and routing priorities
// to be honored (e.g. with default ImGuiInputFlags_RouteFocused, the highest priority is given to active item).
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);

// Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
Expand Down Expand Up @@ -1551,34 +1535,6 @@ enum ImGuiKey : int
#endif
};

// Flags for Shortcut()
// (+ for upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() that are currently in imgui_internal.h)
enum ImGuiInputFlags_
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.

// Routing policies for Shortcut() + low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
// will register a route and only succeed when parent window is in the focus stack and if no-one
// with a higher priority is claiming the shortcut.
// - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.

// Policies (can select only 1 policy among all available)
ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly.

// Policies Options
ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
};

#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
Expand Down

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